Modeling Player Performance In Rhythm Games
Lingfeng Yang⇤ Square-Enix Research Center
CR Categories: I.2.1 [Artificial Intelligence]: Applications and Player modeling. Recently, game companies have shown inter- Expert Systems—Games H.5.5 [Information Interfaces and Presen- est in crafting games that adapt to individual players, driving aca- tation]: Sound and Music Computing—Modeling I.3.6 [Computer demic research efforts in player modeling. Some work in this area Graphics]: Methodology and Techniques—Interaction techniques focuses on modeling player satisfaction in platform games [Peder- sen et al. 2009]. Other work is concerned with modeling player Keywords: interaction, games, music cognition, probabilistic in- performance and using it to predict player behavior [Drachen et al. ference 2009]. Here, we are interested in modeling player performance in rhythm games and how the models can be used to facilitate skill development.
Algorithmic music and composition. A primary research prob- lem in algorithmic music is the generation of complete musical pieces in a given style. This often involves building statistical mod- els of music. A survey of modeling and generation techniques can be found in [Conklin 2003]. Here, we are interested in how statisti- (a) Reference song cal music models can be adapted for modeling music performance in the rhythm game setting. As a starting point, we adapt a Markov model. In future work, we hope to apply this approach with more complex models to realistic settings. 2 Modeling Rhythm Game Performance 2.1 Background
(b) User input In a rhythm game, the player hits notes by pressing buttons on an input device. The goal is to hit notes in time to the music, which can be represented as a sequence S of note, time pairs:
N S := si =(ni,ti),ni C, ti R,t1